Light Infantry - Cost: $120
The Light Battle Infantry are the mainstay of the GDI and the Brotherhood troops. Armed with an M16 Mk. II pulse rifle, they deliver light damage to most targets. Although slow, infantry are capable of movement over varied terrain types with little loss in speed. They are also able to pass through certain terrain or hazards that are inaccessible or damaging to vehicles.

Engineer - Cost: $500
Engineers are unarmed infantry units, but offer a wide array of strategic options in battle. One engineer has the potential to capture a building, and can be used to destroy or repair bridges by entering the bridge hut. Engineers can also repair your own buildings by entering them, and restoring them to full health. They can also capture the neutral technology buildings such as oil derricks. However despite these advantages, engineers are reasonably slow and very vulnerable and need to be protected.

Disk Thrower - Cost: $200
Disk Throwers are equiped with explosive disks which they launch at the target. The disk is a development on the old fashioned hand grenade, if it misses the target then it will continue to bounce for a few seconds before exploding. this property can be used to damage lines of enemy troops in one go.

Jump Jet Infantry - Cost: $600
The Rocketeer is the airborne version of the light infantry, and uses a powerful machine gun to attack both ground and air targets. However it should be noted that the short range of the Rocketeer means it can only fire a few shots at aircraft before they are out of the range, inflicting only minimal damage. It can easily be shot down by enemy AA fire.

Medic - Cost: $600
These are able to heal injured friendly infantry, however they cannot heal themselves and are unarmed, leaving them vulnerable to underhanded enemy tactics.

Ghost Stalker - Cost: $1750
The Ghost Stalker carries a railgun which can shoot rows of infantry in one shot. It is very effective aginst everything (except air) but its slow reload speed makes it vunerable for long periods of time. He has the ability to C4 buildings and, being a Tiberium mutant, is immune to the substance.

Wolverine - Cost: $500
The Wolverine is a man in a mini-mech, it is nine feet tall and carries two chainguns capable of ripping through infantry with little trouble. It's light armour makes it fast, but does not fare well against heavy firepower.

Titan - Cost: $800
Equiped with a 120mm cannon and medium armour, the Titan is the multipurpose defence/offence force to be rekoned with, comparisons can be drawn with the Medium Tank of past wars. It's speed, although not amazing is good enough to intercept all but the fastest of scouts.

Amphibious Transport - Cost: $800
The AT can carry 5 infantry over land and sea. It has no weapons but can take a knocking, it can still and can crush enemy infantry.

Hover MLRS - Cost: $700
The Hover Multi-Launch Rocket System launches explosive tipped rockets at targets with extreme accuracy which are effective against infantry and all but the toughest armour. It is also a good air defence. This fast hover unit also makes it good for scouting, however as weight has to be kept to a minimum it has light armour.

Disruptor - Cost: $1300
Firing a harmonic resonance wave, the Disruptor shatters all units caught in the beam, friend and foe alike. It would be great if it were not for the bulky, heavy and fragile nature of the wave generator technology which renders it slow, and causes it to be destroyed rather easilly.

Mammoth Mk. 2 - Cost: $1700
The Mammoth Mk. 2 is a prototype behemoth which can take anything but the most severe attacks, but is usually able to destroy it before being destroyed itself, using dual Rail Guns, it can reduce most things to slag before they can even scratch it. It's SAM Launcher can also attack aircraft as well as vehicles. Due to the extremely experimental and revolutionary technologies used, only one can be on the battlefield at one time, and you don't have to worry about speeding tickets as this baby can't haul all that technology around very quickly.

Mobile Sensor Array - Cost: $950
The Mobile Sensor Array is able to detect enemy cloaked and sub-terainain units, this enables you to prepare a welcoming party when the unit appears in your base.

Tiberium Harvester - Cost: $750
The Harvester is your main source of collecting resources to turn into money to enable you to purchase structures and units to defeat your opponent. It collects Tiberium and brings it back to the Refinery where it is converted into money. When travelling to and from the Tiberium it moves slowly, but it is heavily armoured. They are easy target for enemy commanders so they should always be escorted.

Orca Bomber - Cost: $1600
The Orca Bomber has more armour and is slower than the fighter, but carries a much deadlier weapon; high explosive bombs. It makes strafing runs over the target and even if the payload misses, the spash damage will damage anything nearby. However the strafing runs do leave the bomber exposed to danger for longer periods of time than is comfortable.

Orca Carryall - Cost: $750
The Orca Carryall is able to airlift any unit from anywhere in the battlefield, to anywhere else quickly and safely. This means that you can launch a suprise attack with little or no warning, or get defenders in position to fight off an attack in seconds!

Hunter Seeker Droid - Cost: $1000
The Hunter Seeker Droid is able to penetrate any defence because it is so fast. When it is relaesed, it selects an enemy unit or structure at random and will track it. When the droid reaches its target it will self-destruct, thus obliterating itself and the enemy.

Mobile Construction Vehicle (MCV) - Cost: $3000
The MCV is the most important ground unit at the start of any game, as it forms the heart of your base, and allows you to produce structures and defences. If you lose your only MCV in battle, then you can no longer expand your base, and so every building you lose you cannot replace, unless you build another MCV, which are very expensive.